[Champion Concept] Inkus: Dashing Thief

Rew711··2 votes·3,759 views

http://img2.wikia.nocookie.net/__cb20120111010023/braveten/images/9/9e/Brave_10_Anime.gif

This is what I want him to be based off of, not look like. Inkus will be a Fighter, with a secondary as a Marksman.

Lore:

(NO LORE YET. Comes from Noxus though.)

Kit:

[P] Untouchable: Every 5th basic attack activates this ability. The next damage that is towards, targeted to Inkus, or basic attack is dodged but not from minions. Loses effect if not hit consecutively every 4 seconds.

[Q] Ability Toggle: (Note: Inkus can learn any other ability before this one.) Normal Swipe: Inkus uses melee basic attacks. Every 5th basic attack deals a bonus [10/20/30/40/50% AD]. Ranged Swipe: Inkus flings gusts of wind at his enemy, at a 750 range. Ranged attacks deal [-20/-15/-10/-5/-0% AD]. No Cost

[W] Sprint: Inkus passively gains 4/5/6/7/8% MS boost. When activated, Inkus gains double his bonus and a bonus depending on his Toggle for 5 seconds. If in normal, he gains 40/50/60/70/80% increase in AS. If in Ranged, he gains a bonus of 5/10/15/20/25 range. Cost: 60/65/70/75/80 mana Cool Down: 20/18/16/14/12 seconds

[E] Air Vortex: Inkus shields himself with a vortex of swirling air. He is shielded from 80/140/200/260/320 (+40% AP) damage for the next 3 seconds. Cost: 50 mana Cool Down: 17/15/13/11/9 seconds

[R] Timed Attack: Inkus flings out 4 sonic waves with his sword, piercing enemies it goes through. Each wave is like a time. 3°clock - Inkus sends out a sonic wave that deals 25/50/75 (+25% AD) (+25% AP) to the first enemy hit, and deals half the damage to those behind. 6°clock - Inkus sends out another sonic wave that deals 35/70/105 (+35% AD) (+25% AP) to the first enemy hit and half to those behind. 9°clock - Inkus sends out another sonic wave that deals 45/90/135 (+45% AD) (+25% AP) to the first enemy hit and half to those behind. 12°clock - Inkus sends out a last sonic wave that deals 55/110/165 (+55% AD) (+25% AP) to the first enemy hit and half to those behind. (Total possible damage is 160/320/480 (+160% AD) (+100% AP) to the first hit and 80/160/240 (+80% AD) (+50% AP) to those behind. There is no cool down for waiting for another chance to strike.) You must strike within the next 3 seconds or it goes back on cool down. Cool Down is minus 20 seconds (total possible is 10 seconds) per unused Time Attack. Cost: 20 mana per use Cool Down: 60/50/40 seconds

12 Comments

ilt1 votes

They're gonna have to fix all this new shit they've updated before new champions.

TheFirstGokun1 votes

Just let him share his concept man... this is the Champion Concept boards, we can just have fun and ignore all the stuff going down in Gameplay and Balance.

KellzThaGod1 votes

this plus janna is gunna be annoying with the gusts lol, imagine getting gusted by janna and inkus at the same time, does one cancel the other? does both hit? what happens if you use it after the opponent is coming down from jannas gust, does it catch before they touch ground?

Rew7112 votes

Inkus doesn't have a knock-up. So, his abilities will still deal damage even if the opponents are in the air. I plan on making Inkus the person that "supposedly" killed Yasuo's master. He will be a Noxus thief who was brought into the war. Making his way as a spy, he was taught how to fight with air slashes like Yasuo and when the time came for the battle, he ran off and wasn't heard from again, until he reappears as a champion so no one can touch him now. He now hides away somewhere in Noxus.

KellzThaGod1 votes

thanks for the clarity and that already sounds like a drool over edge of your seat lore already :-)

Rew7111 votes

Its not hard to make a story. I pretty much made this up on the spot, like in 20 seconds.

KaminoX1 votes

i upvote this League needs another swordsman! :D

Archiviste1 votes

Lots of awesome ideas, but I would still like to give my opinion about the concept itself :P -The q stance change is really cool but I feel like the ranged stance is MUCH more stronger, 750 being a really huge considering Caitlyn is at 669 at level 18, while the melee stance dosen't offer much by itself, to me it just feels like a weak Draven q right now.

-I really like the idea of the w, but I would feel like the passive and movement speed buff should apply with the e instead, more like a Karma e, making that change would make the w kinda bad and the e completely overpowered so I suggest to lower the size of the shield and maybe buff the w's active abilities.

-To be 100% honest with you I don't fully understand how the ultimate works, is Inkus rooted on place while casting the ability? Or is it more like Riven q or Ahri ultimate when the spells starts after the first use but you can keep moving even if it's not on cooldown yet.

Even if It dosen't look like the concept itself, I actually really do, I just think it needs a little bit of work (both art-wise and skill-wise). I red the other comments are the lore looks awesome so far in my opinion.

Keep up the keep work! :D

Rew7112 votes

Liking the input. I always want to start out weak and if need be, add some buffs. I want his Q to be like Jinx's only less of a bully. I want to give it the power instead of replacing a R. It's easier and functions like it should. Giving a passive means that he gains a free bonus. I guess, if I want to be honest, I wanted to give some armor pen on the melee side of his Q and bonus AS to his ranged but I felt it would just get out of hand.

The shield is something like a combination of Urgot's and Yasuo's passive. Urgot gains a huge shield for some mana, I guess giving the shield some sort of buff wouldn't be bad. But, my thought was to add bonus damage or make the shield based of his AD. Moving the MS would cause it to be OP and the W wouldn't be as effective.

His R is like Ahri's and Riven's as it is a skill shot that roots you for just a second to do the animation. Its like Riven's ultimate only, it takes some times to deal the same damage. You can use them quickly or be patient and wait for the opportunity. Just don't let it take you 4 seconds of the ultimate will go on cool down. Its kind of like Kassadins where you must keep using it to make it stronger. Up to 4 casts though, then its on automatic cool down.

Oh, and thanks :D

Archiviste1 votes

I get your point, and it's your concept after all! I really like the idea behind buffing the melee stance on q with armor pen, and thank for ult clarification :P

Hairzo1 votes

i like where you are coming at, but i have a few main problems with this champion

(p) the only problem i have with this ability is its wording, cause i had some trouble

[P] Untouchable: Every 5th basic attack activates this ability. the next enemy champion who auto attacks Inkus has their auto attack blocked. this loses its effect if Inkus hasn't been damaged in the last 4 seconds.

(q) - there is absolutely nooooo reason to not have this spell at level one, and to have it always active for the whole game. you've just made an up close and personal melee assassin into a ranged one. the amount of change given to the champion with this ability is just wrong and would allow him to become an ADC. it just is conflicting with the design of the champion. even though it does do reduced damage, by the time you are level 5, you only have a 10% debuff, and he could easily bully anyone out of lane. however, i do still ike the concept for this ability

- to fix this, i would recommend you changing the ranged q to either a very slight range buff, (maybe somewhere in the region of 100-200, or slightly smaller than the range buff given to aatorx when he ults), or to just make it into an active, and give him a bit more moment to moment game play.

(w) i actually really like this ability. it offers good mobility, and allows him to move faster when commanded and most importantly, it is thematically correct with this champion, meaning that this ability matches the champions looks and personality. (however, i do have to deduct some points because this ability is Teemo's W, and my God I hate Teemo :)

(e) the e is fine, however, i feel that this champion need to have a lot more moment to moment gameplay that isnt really achieved through passives, which also solidifies the fact that the q need to be changed into an acitve. secondly, i would just give him another mobility spell to be honest instead of a shield, cause assassins have no need for shields. get in, kill, get out. a shield is just useless for the assassin role, and would bearly be used.

(r) now i can tell that when you came up with this champ, you had this idea for the ult, and built everything around that. but you just need to be a bit more clear. is he rooted, does moving stop the spell, does it have a channel time, can that channel time be interupted? there are just too many questions, however, that's nothing a simple re word can't fix.

in conclusion, i would say that i actually really like this champion concept and you nailed the W. however there are still a lot of things that i think you need to work on with the champion.

i give this link to all up and coming champion designers as i fin it extremely helpful, and you should definitely read the whole thing http://forums.na.leagueoflegends.com/board/showthread.php?t=293417

-Hair

Rew7111 votes

Thanks for clarification on the passive, my mind seems to mix words and phrases together when I'm not paying attention.

When I thought about this guy, I thought, how am I (as you guessed correctly I might add) suppose to mix this together well with his R? I wanted him to be a swordsman, that was for certain. And the R was something that I believe adds fun gameplay. But, I don't want to make him a copy and paste of Yasuo and Riven. But, making him a marksman would also be not fun. I believed that since Jayce is now a good Fighter/Marksman, and some others also have the ability (like Gnar) that he too can be both. The fact that the range is so long is because I forgot the minimum length of most of them. I'd rather now just change it to a fair(er) 550, but keep his W buff the same. (Also, at rank 5, he sends out 100% of his normal AD, the -10% debuff is at rank 3.)

Thanks for the in-put on his W. :)

For his E, I thought that he could either have a E that shields or such. It could just be a shield passive that activates every 7 seconds giving Inkus a 10/20/30/40/50 (+10% AP) shield. When activated, Inkus gains a shield for 5 seconds that takes up to 30/70/110/150/190 (+50% AP). After the 5 seconds, Inkus gains a small 5% MS buff for 1.5 seconds. If the shield is broken before the 5 seconds, enemies within 100/120/140/160/180 diameters of Inkus get sent back 120/140/160/180/200 units. But I thought this would be too OP. It would also cost 70/80/90/100/110 mana and have a slightly longer cool down (18/17/16/15/14 seconds).

For the ultimate, I gave a more in-depth talk with Archiviste, above. Though, I will also note that he can be canceled but it happens really quickly so the chance might be slim. There is no channel.

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